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Showing posts with label frustrating. Show all posts
Showing posts with label frustrating. Show all posts

Monday, March 11, 2013

TOTAL Refactor

Well, I was making lots of new things to my program and it started failing everywhere, so I decided to document all while recheck my code and change lots of things.

This will be hard, but I want my program working good again in some days.

Monday, December 17, 2012

Day 129: Problems with KGS

Ok, the engine works playing using goGui, but not in KGS, I will try to write what happens:


  • I connect with my user account Draculinio
  • Connect Evil Tesuji using his account on KGS.
  • Start a game.
  • KGSGTP says something about opponen left the game and returns
  • From what I see in my log, some commands are sent, like komi.
  • No genmove or play commands sent :(
So, here are my problems... :(

Saturday, December 8, 2012

Day 120: The ship is sinking


This projet is not easy, it never was, but sometimes it gets frustrating. The BIG mistake I made all this time was to test it on 19x19, just to see some moves.

I tested yesterday on 9x9 and found LOTS of problems: Hangs, illegal moves (ko, suicide), problems when the player passes and moves in the border. Most of them are being saved, but it is taking me a lot of work to solve all of this. Well, back to work!

Saturday, October 13, 2012

Day 65: L&D I

Let's begin with the most basic thing about Life and Death: Prevention of an atari.

The first approach that I see (I will correct it as long as I think of it) is:

Look at the positions that limit the stone.
If some of them have a stone of the same color, see how many liberties have that group.
If the group have 1 liberty, add that stone and count the liberties again.
If still have 1 liberty quit points, else add points.

This is a very bad approach, but I can evolve from this I think (maybe I am wrong, but... let's try).

NOTE: Ok... while trying this, a wild bug appeared! A suicidal stone was played. Do not know if this happened because the new code ruins all or if there was always that bug.

Friday, October 12, 2012

Day 64: Deadlines & Problems

Sometimes we need deadlines to present something, and I put 15D (december 15th.) as the day that Evil Tesuji will start playing in KGS. I don't think that the program will make a lot and is more to test it. There are some volunteers to test Evil Tesuji from 30 kyu to 5 kyu (I will contact a 4 dan to).
Is obvious that the program will be crushed in every single game, but it can be good as a starting point.

In other notices, yesterday I was trying to test Evil Tesuji against GnuGo, just for fun and to test if the program can end a game (doesn't matter the result). It is really hard. gogui-twogtp didn't work, cgos neither. I will keep working on that.


Tuesday, October 2, 2012

Day 55: Eureka!


Finaly solved the problem, well, two problems. In suicide the data was persisting somehow, so, inexistent groups were being compared. The other was in how it searched for suicide.

Next: A little video with random moves and a log :).

Monday, October 1, 2012

Day 54: This is getting bad...


All was going good until I saw this:

Exception in thread "main" java.lang.ArrayIndexOutOfBoundsException: -1
at java.util.ArrayList.elementData(Unknown Source)
at java.util.ArrayList.get(Unknown Source)
at Elements.Board.getMove(Board.java:65)
at Actors.Ruleset.getGroup(Ruleset.java:62)
at Elements.Board.tryToKill(Board.java:80)
at Start.MainLoop.startGame(MainLoop.java:58)
at Start.Principal.main(Principal.java:14)

I think i feel like: